That has little to do with game ballance, could be entirely
subjective, based on the player's interest in the story or attachment
to the *character*, which might be unrelated to the power of the *unit*.
Furthermore according to that definition, the game aready has uber-
units. There are usually a handful of units i will restart for in
all the long campaigns. The loss of some of these force the player
to restart. With others i restart because of a combination of
attachment to the character and the knowledge that i will really need
it later on.
On Feb 16, 2007, at 3:26 AM, jeremy rosen wrote:
I consider a unit to be a "uber-unit" when a player would rather
restart a level than loose it...
just to feed the discussion...
On 2/15/07, David Philippi <[EMAIL PROTECTED]> wrote:
Am Donnerstag 15 Februar 2007 schrieb john w. bjerk:
> If units gain AMLAs too quickly the XP increase could be changed
from
> 25% to 50%.
Yes, this is an important point. AMLA gets soon very expensive.
Especially if
you always have to decide between HP bonus + heal or special bonus
and no
heal. In many situation you'll need the instant heal more and not
gain much
power. Not to forget, there should only be a limited amount of
special gains
for each unit. Not +1 MP available 10 times for example.
Bye David
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